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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Healing - Is This Right?
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<blockquote data-quote="satori01" data-source="post: 4099035" data-attributes="member: 7859"><p>This change is a good change and here are the reasons why:</p><p></p><p>1) now what happens, if a condition, or serious healing is needed, the party will attempt to find someplace secure to rest, either by leaving the dungeon, using Rope Trick, or Mord's Mag Mansion. Player X will prepare the needed spell and thus rest a day. Player X will cast said spell, and other casters capable of healing will prepare/cast all healing spells. The PC group will now rest another day so that the spellcasters can get the spell loadout they want and the game can now continue.</p><p></p><p>This type of "action" is so routine in the game, it is almost like missing time, everyone acknowledges that 2 days have passed and now it is back to our regularly scheduled programing. It is a speed bump, a hickup, and one that often times makes the DM complicit in the farce. I know as a DM, sometimes the rolls have not gone the players way, more damage was taken early, than was expected, and you are stuck in the difficult position of doing the "realistic" thing of constantly attacking the players and thus denying rest, all the time knowing that you are delaying the true action you had written.</p><p></p><p>2) By allowing extended rest to heal to full, you eliminate the need for the "mundane" magic items that are so much resource management but have no "wow" factor.</p><p>Your wands of Cure Serious Wounds, Wands of Remove Blindness or Lesser Restoration etc. These magic items are like the equivalent of finding out that the mileage and gas you used on a trip are tax deductible. Obviously not like the thrill of winning $200 on a hand of blackjack, but useful, in that Accountants & Actuarial Table sort of way that D&D descends into.</p><p></p><p>3) The rule keeps in place the best part of resting: The A team like quest to secure the perfect "spot" to heal up. In 3.5 Mord's Mag Mansion makes this trivial, but again I like the fact that the "spot" is only needed for 1 day. One could argue that thematically this makes more sense. Sam & Frodo did not camp out in one spot in Mordor for a three day weekend. They scurried and hid, finding some awful stretch of real estate to spend some uncomfortable scared hours trying to regain enough strength for the next day......this is what resting should be....not the days long, need a doctors note to go back to work because I have been away to long, fest it currently is.</p></blockquote><p></p>
[QUOTE="satori01, post: 4099035, member: 7859"] This change is a good change and here are the reasons why: 1) now what happens, if a condition, or serious healing is needed, the party will attempt to find someplace secure to rest, either by leaving the dungeon, using Rope Trick, or Mord's Mag Mansion. Player X will prepare the needed spell and thus rest a day. Player X will cast said spell, and other casters capable of healing will prepare/cast all healing spells. The PC group will now rest another day so that the spellcasters can get the spell loadout they want and the game can now continue. This type of "action" is so routine in the game, it is almost like missing time, everyone acknowledges that 2 days have passed and now it is back to our regularly scheduled programing. It is a speed bump, a hickup, and one that often times makes the DM complicit in the farce. I know as a DM, sometimes the rolls have not gone the players way, more damage was taken early, than was expected, and you are stuck in the difficult position of doing the "realistic" thing of constantly attacking the players and thus denying rest, all the time knowing that you are delaying the true action you had written. 2) By allowing extended rest to heal to full, you eliminate the need for the "mundane" magic items that are so much resource management but have no "wow" factor. Your wands of Cure Serious Wounds, Wands of Remove Blindness or Lesser Restoration etc. These magic items are like the equivalent of finding out that the mileage and gas you used on a trip are tax deductible. Obviously not like the thrill of winning $200 on a hand of blackjack, but useful, in that Accountants & Actuarial Table sort of way that D&D descends into. 3) The rule keeps in place the best part of resting: The A team like quest to secure the perfect "spot" to heal up. In 3.5 Mord's Mag Mansion makes this trivial, but again I like the fact that the "spot" is only needed for 1 day. One could argue that thematically this makes more sense. Sam & Frodo did not camp out in one spot in Mordor for a three day weekend. They scurried and hid, finding some awful stretch of real estate to spend some uncomfortable scared hours trying to regain enough strength for the next day......this is what resting should be....not the days long, need a doctors note to go back to work because I have been away to long, fest it currently is. [/QUOTE]
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